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  3. 2d-chris

Posts by 2d-chris

  • Destiny

    • 2d-chris
    • September 25, 2014 at 10:22 AM

    MMO's, the good ones are not about that at all though, the grind is a slight inconvenience for playing a fun game with lots of like minded people. Going on an adventure together and playing for HOURS for the slight chance of getting something cool.


    Like in Everquest, where they have insane quests that require you to travel to just about everywhere in the game and slay dragons, you get some pretty ok loot but the adventure is a blast, takes about a day to do it.


    They also have world traveler quest, where you have to go to like 50 landmarks - I know it doesn't sound fun, but it is, Obviously you have to know where your going, how to avoid the bad guys that are prob higher level than you and all keep together ha.


    Of course, it was the "raid" and grouping content that made me care the most in Everquest, shit was realllllllyyy tough, one mistake and shit hit the fan. So far, I've not seen any challenging content in Destiny - not challenging like, 5 months, twice a week, with 24 players hand picked, trying to kill a single dragon. Having to go through 3 hours of content to even get to it - which was a challenge in its own right. Sure, this will not get you 12 million hardcore subscribers - but perhaps, just perhaps the genre was never at it's strongest attempting to please everyone. The exception to the rule (yes you WoW) should not be the game to try and copy, and time has shown this.


    MMO's IMO just lost their balls, they focus waaaay to much on solo play now - for my liking anyway., my beef with SP focus in an MMO is it's usually boring and sub par compared to a tailored SP game.

  • Mapcore's UE4 Whitebox Challenge

    • 2d-chris
    • September 23, 2014 at 11:52 PM

    very cool man, looks like a really fun arena, good size and lots of nice trick jumps. Architecture is also interesting, could work for quite a number of visual styles IMO

  • Mapcore's UE4 Whitebox Challenge

    • 2d-chris
    • September 23, 2014 at 11:27 PM

    works for me, you need to follow the signup, step 2 is important


    https://www.unrealengine.com/ue4-on-github


    then once you can access it - just download the game zip

  • WIP in WIP, post your level screenshots!

    • 2d-chris
    • September 22, 2014 at 9:01 PM

    that's cool, there's tons of room for cool abstract art in games - pretty underdone if you ask me.

  • Mapcore's UE4 Whitebox Challenge

    • 2d-chris
    • September 22, 2014 at 9:45 AM

    cheers, the lower area is mostly for if you fall off, but your the second person to mention the elevator speed, I will increase it. There is a bug though - which I think they're fixing where you can fall through if its too fast.


    Moving the redeemer down there might be cool for sure! as it could be one of the only safer areas to fire and guide it.

  • Mapcore's UE4 Whitebox Challenge

    • 2d-chris
    • September 21, 2014 at 11:33 PM

    OK I hope this works, I've uploaded a cooked and editor version of the map and assets


    Cooked = https://www.dropbox.com/s/q6qejcart89n…Cooked.pak?dl=0

    Editor = https://www.dropbox.com/s/mkejasi3grl9ee7/Maps.rar?dl=0


    Feel free to do what you want with the assets, it's all whitebox shizzle


    As for the map itself, I made some minor tweaks to the item placement, fixed some bugs and added some shooting stars that wizz over every now and then!

  • Hellraid (www.hellraid.com)

    • 2d-chris
    • September 21, 2014 at 3:57 PM

    looks really cool, combat looks fun - any game with skeletons gets my attention

  • Mapcore's UE4 Whitebox Challenge

    • 2d-chris
    • September 20, 2014 at 1:47 PM

    So, while I'm waiting to do all the preparations for play testing helium, I'm messing around with a CTF map - got a pretty bonkers concept I'm testing out now - In a way, I wish I could still use a fake skybox, I have a feeling working so far away from the grid center is a bad idea.

  • Mapcore's UE4 Whitebox Challenge

    • 2d-chris
    • September 17, 2014 at 9:25 PM

    cheers this is very useful

  • What have you purchased recently?

    • 2d-chris
    • September 16, 2014 at 12:35 PM

    Metal Ironman Figure with lights n shizzle


    http://www.hottoys.com.hk/productDetail.php?productID=249


    [Blocked Image: http://www.hottoys.com.hk/photos/PD1406517177Qxr.jpg?1410867104945]

  • Mapcore's UE4 Whitebox Challenge

    • 2d-chris
    • September 16, 2014 at 9:40 AM

    nice one

  • Mapcore's UE4 Whitebox Challenge

    • 2d-chris
    • September 15, 2014 at 6:35 PM

    hmm actually I didn't use vertex snapping on bsp, just on my trim models. I found sticking with the 0,5m grid meant it's almost impossible to miss align something, but still allows enough freedom for interesting shapes.


    I used merge a few times, just because it was crashing when I created a face with 3 sides, when applying a material to it. All his shizzle reminds me of worldcraft and making funky invalid brushes ;P

  • Minesoft...Microcraft...you decide

    • 2d-chris
    • September 15, 2014 at 3:27 PM

    guys, to put this into perspective, it's over 2 x the amount of money that doctor evil demanded in Austin Powers ...

  • Mapcore's UE4 Whitebox Challenge

    • 2d-chris
    • September 15, 2014 at 3:13 AM

    well, I've built the trim meshes, door shapes, textures and mtl's, light props and a few other bits. In my opinion, it doesn't matter how you want to flesh out your geometry so long as you can iterate without too much pain. The core of the map I built is still BSP, I have added a few polishing elements mostly to learn the workflow of getting meshes into the engine - figure out the basics of lighting and the materials.


    I come from the age where if your map looked prettier you would get more people willing to test it, honestly at this point I've not even looked into getting this play tested, but I'm confident changes are not a problem because everything is built with modules and simple BSP.


    Maps will be built almost exactly the same as the previous UT, without doubt. It will still end up being tiled modular assets with the usual dimensions and technical constraints of current gen hardware. I suppose working at Crytek I've had a bit of a head start with PBR and the likes, but nothing has changed in terms of how a level is put together.


    In the case of UT4, they are actually looking for people from the community to set the examples - so any work upfront in terms of making tiling assets should make it easier for an artist to come on board and really kick ass. At least that's the hope with my map.


    This also brings up the point of game metrics, which are changing from build to build. I heard on the stream that they want to get them locked down, as much as possible, soon, so level designers are a little more confident in their work. Nevertheless, it's never too early to start figuring out how to build final levels in terms of workflow.

  • Mapcore's UE4 Whitebox Challenge

    • 2d-chris
    • September 14, 2014 at 11:55 PM

    hehe thx, I'll see what I can do about getting this uploaded - so others can snoop if they want to - or use the assets I made.


    PS: you guys used the vertex snapping, tis uber useful - most of my trims are positioned that way.

  • Mapcore's UE4 Whitebox Challenge

    • 2d-chris
    • September 14, 2014 at 8:15 PM

    A big update from me, man It's fun to see how far things have come


    Here is a vid me me randomly jumping around like an idiot.


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Some pics ...


    [Blocked Image: https://farm4.staticflickr.com/3892/15238457092_f7641a0c42_o.jpg]


    [Blocked Image: https://farm4.staticflickr.com/3835/15052272337_4f382f4524_o.jpg]


    [Blocked Image: https://farm4.staticflickr.com/3918/15235750781_e2538fbaa8_o.jpg]

  • Destiny

    • 2d-chris
    • September 14, 2014 at 5:21 PM

    that FOV is killin me :S

  • Mapcore's UE4 Whitebox Challenge

    • 2d-chris
    • September 14, 2014 at 3:45 PM

    I should share a kind of legendary quote from Crytek internally, ages ago, when the undo was crashing all the time, the programmer responsible simple said "don't make mistakes" Every time it crashes from undo people say that quote haha. Seriously though, it's very hard to make an undo work well in a real time editor - even more so when you have lightmaps. I do hope they improve it though, it's just about the only thing that is really negative from my week or so using it.


    I suppose another down side is - after you compiled lighting on the BSP, if you edit a single shape the entire scenes lighting resets and looks weird, this is kind of a shame too. Ofcourse, for prototyping I should probably be using dynamic lighting only, which would solve the problem

  • Mapcore's UE4 Whitebox Challenge

    • 2d-chris
    • September 13, 2014 at 4:00 PM

    woah - had one of your screenshots open, I thought it was the editor and attempted to move around O.o

  • Minos' digital sketchbook

    • 2d-chris
    • September 13, 2014 at 3:25 PM

    da shop got a nice protoss vibe to it, which IMO is fecking awesome. It's cool to make it stand out from the rest of the scene, because we all know just about the only thing anyone does in a city is go to the shops

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